Dexterity, fixing Ranged vs Melee, fixing totems...etc Solutions. QARL & GGG PLZ READ
" You spend too much theorizing about evasion entropy rather than actually using an evasive character in endgame maps. 50% will yield the same sequence as 51-53% because of entropy. That's easy to understand " The pushback is so that the monster can't hit you after you hit them. If you have the "Adds knockback to melee attacks" mod on a flask, and use a skill like frenzy + melee splash, your splash frenzy becomes very safe when the flask is active cause monsters can't retaliate after you attack due to knockback. The problem is heavy strike cause desync because of the knockback and is practically unusable when you need it most (map bosses/rares). Desyncing against them can spell trouble quick. People have complained about it in the Heavy Strike thread so GGG knows about it. They can atleast remove it's knockback effect for now and return it later. I personally don't mind the knockback on it as a melee skill. " Evasion is a defensive stat, that is meant to be used by characters that want to make use of evasion. If you don't use evasion, then the evasion bonus is useless to you. Lets you take more attacks? You mean like how armor lets you take more attacks as well? How is that unique to evasion? If you can only take 2 hits with 30% evasion, you will still only be able to take 2 hits with 50% evasion. Stacking dex will not improve this. Stacking STR will improve this. INT will do the same if you use ES. STR and INT are EVERYBODY'S PROBLEM. The improve PRIMARY SURVIVABILITY, which is what matters most. No amount of armor will save you if you dont have enough life. No amount of evasion will save you if you don't have enough life. DEX needs to become a primary survivability stat like INT and STR. INT/STR let you take more hits from elemental, chaos(es doesn't), and physical. DEX doesnt. Evading and taking more hits are not the same thing. You seem to think evasive characters never get hit. Less theory crafting and more mapping experience plz. The new evasion cap this time around is 63% chance to evade in your mid 70s. This is with high rolls on your gear, takking almost every evasion node, and an evasive shield. At this point you'd be better of with less evasion and stacking more life/str nodes. The difference here is that armor % numbers can get much higher. Much higher with ease too. You seem to think evasion characters are rolling around with 95% chance to evade, or that they are barely getting hit. Not even close. Most are sitting around 47-55% in their mid 70s-80s. Me like many others? Where in my OP did I say evasion characters are getting 1 shot? I'll tell you this, theory crafting aside and actual real experience, evasion characters do take burst dmg. Even with the whole crit rolling twice. You can and will still take burst dmg. Notice how every time you see people with evasive characters they always seem to have such a high block chance (be it with a shield or DW)? It's not coincidence. If they remove that block chance they'll see something different in how combat feels. Their block chance is helping them out more than their evasion. Or they're attacking from a distance or spamming totems 24/7 and saying evasion works. You theory craft too much. Jump into a map with a melee evasive character who doesn't have high block chance or is spamming totems 24/7. You'll see how much dmg you take on a consistent basis. Even with enfeeble, there are many moments where you'll be left dumbfounded at how much dmg you just took from a group of monsters. You seem to think getting hit half the time is fine? See that pack of monkeys with the rare monkey that has "monsters attack faster" or "increased accuracy and crit chance" or "increased physical dmg"? Get hit half the time by them when taking 100% physical and see what happens. It's always the same thing I keep seeing. "Evasion is working. I have 50% chance to evade, 46% dual wield/shield block, use endurance charges, have 2 granites of iron skin, spam totems consistently or attacking from a distance". You are using every single defense in the same, cept ES, and saying evasion is working. At that point you don't need evasion. It's simply there for the sake of saying you use evasion. " Do you play melee? (not being sarcastic. I'm asking a genuine question) Melee doesn't need more dmg, melee needs more survivability Why play melee when you can do the same with range but easier? The best defense is not getting hit, aka ranged. This makes it where ranged characters have to be point blank, like melee, to get 100% dmg all the time. They also can never offscreen anything cause they deal no dmg to offscreen enemies. Welcome to the life of all melee. Having to be close to deal dmg, cept a few melee skills. " What are you managing? If you use melee skills, like a melee character would, then you get the buff. What is there to manage? Your gameplay doesn't change at all. This isn't a separate skill you press, like enduring cry, to get the buff. If you use melee skills then you get it by default. So I ask again. What buffs are you juggling if you keep attacking with your cleave/flicker/dual strike/etc like you've been doing for the past couple months/years? " Totem offense isn't all that great? Not only do they provide defense, you can clear rooms of enemies, and 3 rooms over without ever seeing what mobs were in them with ease. Totems deal a lot of dmg, way too much. Reducing their tankiness doesn't stop the totem fest that is the game. All it means is re-casting your totems a little earlier than before. Nothing changes. The spam fest will still continue. That's fine, but there needs to be some risk. There needs to be a reason to say "I don't want to use totems". How much dmg they deal needs to be weighed on how much risk the cast puts himself in. Which is what I tried to address. I have a genuine question for you, and I really would like to hear your answer: Can you give me 1, and I only need 1, reason why you wouldn't want to spam totems (be it skellie/zombie/decoy) 24/7? What is the downside to not wanting to use totems? What makes someone say, "No I don't want to use totems"? " You can parry with dual wielding or 2 handed weapons. Dual wielding has enough bonuses as it and doesn't need anymore. Don't look at parry in the literal textbook dictionary definition sense, cause then you'd have to apply textbook definitions to everything in the game. Textbook definition wise, you won't be able to parry arrows while dualwielding. Heck you won't be able to parry 99% of the stuff the game throws at you with dual wielding, so lets not get literal as this is fantasy. You shouldn't be forced to take a keystone, now matter how creative it is, to make 2H weapons attractive. This parry applies to all 2 handed weapons, regardless of how you want to build your character. It gives them a unique property. "You want only offense, ok then. You'll get more it. You'll get to deal dmg to your enemies even when they hit you". Last edited by SoujiroSeta#2390 on Aug 4, 2013, 3:07:11 PM
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" Yes totems do need a downside. People should not want to use totems. I actually believe that enfeeble if one of the reasons why the defenses (ar/ev/es) don't go to higher numbers. The is a product of how the game is designed. Being open ended and allowing anyone to use anything creates a balancing problem. You have to account for everything that is possible. So when balancing mobs, they have to assume people are using enfeeble. To counteract this they overbuff monster dmg and make burst dmg more common so that monsters can be scary even when they are enfeebled. This ends up being a problem when someone decides not to use enfeeble as a curse. Auras i'm indifferent to. I don't mind them personally. Surprisingly, back then in closed beta, there was only 1 elemental curse, elemental weakness. It was too strong, and as such some of it's power was divided into 3 elemental curses. I hate enfeeble too. It's become mandatory and I don't like mandatory things. Just like how block chance has almost become mandatory (everyone is holding a shield or heavily specced into DW block), or spamming totems, or attacking from a distance. I want diversity. Yes 2Hs need some love. Right now I feel like I'm the only person building 2H builds. The only other ones I see are lightning strike and GS, but it's easy to make 2H weapons work with ranged skills. |
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" Yes, thank you for atleast see where I'm coming from. The game's design doesn't really, as you said, cater to how the defenses were made. Everyone is holding shield now or spamming enduring cry or spamming totmes or playing ranged. It's like they can't just build a character that isn't trying to stack every defense in the game to survive? What happened to building ar/ev/es heavy characters without attacking from a distance or having block chance or having totems out 24/7 or having to use enfeeble at any little sign of danger? This DEX survivability change I'm proposing will make people take less dmg, therefore improving their armor/es/ev. Evasion characters still take burst dmg, and people seem to have this misconception that they don't because it rolls twice. That's why so many evasion characters are specced into block, so when that double crit roll fails it's checked against their block. If you don't have block the crit is going to really hurt. People will tell you to "Use enfeeble", which once again goes back to what I was saying. Everyone using the same mandatory methods to survive. What happened to simply stacking ar/es/ev alone, without block/totems/mandatory enfeeble, to survive? |
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" Thank you for taking your time to reply. It's always nice to hear different opinions. " That would be true if evasion and armor values both capped at 50%. Armor values scale to much higher values than evasion, and they get to those higher numbers much easier too. Then you also factor in endurance charges and granites of iron skin. You become almost immune to physical dmg from most mobs save rares/bosses. Which inherently is the problem. " The glancing blows is not necessarily meant for 1 shot scenarios, but rather so that there is a chance for you to take less dmg overall. STR and INT help you take less dmg from all sources, DEX doesn't. It's a pure rng chance, so it's not guaranteed. You'd still be susceptible to a lot of dmg as an evasive character, but atleast now there is a chance than you can take less. It's meant to reduce how much dmg you take on a average basis. Evasion is not mathematically better than armor. Armor values can scale way too high. The only time evasion can stand it's own is in 1 on 1 situations, which are too far and in between. You have to get to the boss first, and get rid of all his minions. Getting to the boss is where the problems can arise. Mobs can deal way too much dmg in this game. Taking 100% physical all the time can be hard to deal with in maps. 50% evasion won't save you either. You need to take less dmg. This is what the DEX change I'm proposing aims to do. Give evasive characters a chance to take less dmg when they would be hit. Currently DEX does not increase how many hits they can take, and this is a problem. " I personally would like to be it be more geared towards stun/status ailment avoidance, but if they still want to stick to the evasion theme then yes you're idea is better. It needs to be more of a benefit. " The kind of point blank that I describe won't do this. They would need to be able to kiss monsters to get 100% of their dmg at all times. If they are attacking from a distance then the monsters take less dmg. If the mobs are offscreen then they take 0 dmg. In other words, if this change were implemented and people tried to play the same way they do no with their ranged specs, they'll deal way less dmg than they're used to. " Giving melee passives defensive buffs is practically pigeonholing melee into those passives. People will cherry pick the combination of melee passives that give the best boost, in turn stifling diversity. At the same time all melee skills aren't equal. Cleaving from half a screen away is safer than frenzying upclose. That's why I said each melee skill will have it's own unique buff. So there is a risk vs reward system in place here as well. " lmao, i'm not gonna lie, I thought your "Hold. The Fuck. Up. 50%?" intro was pretty funny. If you don't use totems, you pull all the aggro all the time and take 100% of the accompanying dmg. With totems you take 50%, which can be blocked/evaded/dodged/etc, and that 50% is checked against your armor/es. So in actuality you're taking less dmg that someone who has no totems. That's why I also included the "share ailments bit". Getting more than 1 screen away won't change the totem spammage. It will still continue. I'll ask you the same question I asked Scrotie: Can you give me 1, and I only need 1, reason why you wouldn't want to spam totems (be it skellie/zombie/decoy) 24/7? What is the downside to not wanting to use totems? What makes someone say, "No I don't want to use totems"? Dualstrike and Elemental Cleave.
Spoiler
Those. Those are the issue. Not two handed weapons. Otherwise the three melee specs are relatively balanced in their risk reward. The only issue being that two particular dual wield specs fuck up the entire balance. Rebalancing those two skills is the best way to achieve balance.
It depends. Even if Cleave becomes less overall dmg, and Dual strike is nerfed, 2H weapons would still be in their predicament. They don't have anything unique to them to help with the direction the game has taken (moar and moar monster dmg). That's why everyone is holding a shield or dual wielding, especially dual wielding. You can get the same kill speed as a 2H with the added defense while dual wielding. Nothing stands out when you think of 2H weapons. " haha, no prob. I'm definitely in no rush ;) Last edited by SoujiroSeta#2390 on Aug 4, 2013, 3:08:48 PM
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" haha, change has to come some time :) " Thank you. I agree with you on the bolded part. I want people to go, "Hmm, laying a totem out at this time would be dangerous. I'll do without them for now", rather than spam it continuously till what you're attacking is dead. If you feel some of your totem's pain and share their ailments, then you'd think twice about mindlessly spamming them 24/7. There will be a difference in someone who uses totems 24/7, and someone who doesn't. " This would be true if you couldn't get 6S on your chest. That's why dual wielding is better. The 6S 2Hs provided is negated by a chest piece. Hence why Kaoms is better with a 2H weapon. It negates the chest piece, so you can only have 4L if you don't have a 2H. If you could only get 6S on a 2H, then that would be a different case, but that's not how the game was designed. " The knockback doesn't bother me specifically, but I can see how it will bother others. My personally pet peeve with it is the desync cause by it's knockback. |
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" If you're going to advocate for Point Blank, please don't misrepresent it this way. Point Blank doesn't force you to close to melee range to do 100% damage, it grants you up to +50% more damage bonus for getting closer than mid-range. This gives sturdy ranged fighters an incentive to close in for the kill. It's a buff, not a penalty - that's why it's a Keystone! Point Blank only reduces projectile damage when you shoot at long-range targets. It makes intuitive sense for human-powered projectiles to work this way and it balances out the defensive advantage of remaining outside the fray with a proportional reduction in damage. In addition, Point Blank gives ranged fighters protection against off-screen Reflect auras, one of the most insidious threats they currently face. Last edited by RogueMage#7621 on Aug 4, 2013, 3:25:41 PM
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Point blank on all ranged attacks is a seriously bad idea. All you're doing is pulling everyone into desync and melee range, which forces everyone to spec the same way for defenses, and further homogenizes an already homogenized skill tree.
Also, spells by their very nature need to be spec'd differently than attacks. Spells can't miss, and GGG has compensated this by making their damage scaling notably worse than attacks. That means most spellcasters have to spend more points than attackers in getting additional crit nodes and crit multiplier rather than just slapping on resolute technique and focusing predominantly on survival. If you force spellcasters (particularly those that can't afford shavs for the insane RF boosts) to all get into melee range, then you're effectively overpenalizing the class and making everyone have a bad experience. The evasion/frenzy charge buff has already been addressed. In the long rung, evasion and armor are both equally effective. Trying to dramatically change the effectiveness of frenzy charges and/or dex would make the stat overpowered. The reason why dex characters weren't as appreciated before was because the pure dex character (the ranger) had an absolutely awful starting tree. It's since been buffed and more players are figuring out ways to exploit some of the absolutely insane nodes there. And you can bet there will be more evasion/dex-based characters because of it. The totem buff is way overboard. You're essentially destroying all viability of totems simply because of one very powerful totem spec. Which other totem spec is near as strong as dual spork? You can make other totem builds good, but you can make their self-cast versions just as good. The main reason why people are willing to build totem specs is for metagame reasons (magic find) and/or to avoid one of the most damaging mechanics in this game (reflect). Both of these issues are problems in and of itself and do not really relate to the totem issue. A lot of this thread reeks of "Why does your spec have nice things that mine can't? Nerf them all" jealousy, honestly. Last edited by UnderOmerta#1203 on Aug 4, 2013, 7:01:42 PM
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" ![]() "The easier you get the damage, the more resources you have to focus on the survivability. Increasing melee damage is the most elegant method for increasing melee survivability; it just works in an indirect way. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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Yes dexterity is really bad and now since its useless for iron reflex(this nerf was really bad They Should nerf iron reflex for all ppl or do nothing not nerf almost only for Main dex class) its a joke how its bad compared to Str/int
For most of ranger wich is the Main dext class the dext is 100% useless because almost all ranger High lvl use lioneyes glare and iron reflex. Last edited by keta#3989 on Aug 5, 2013, 7:58:31 AM
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So much wrong with this thread, I feel bad for wasting Qarl's time if he read it.
ON a sidenote, not going to bother going over in depth what you have done wrong here. Once more you has assumed evasion is bad. You have also misunderstood how other things work. You compared the frenzy charge buff with the end/power charge, not noticing that the power charge buff is useless, and builds which use powercharges on spells don't even bother grabbing it its so weak, unless they want to go through it to the passive above. But mostly, my point has been more elegantly put by other people. Your grasp of evasion is lacking, it is stronger than armour in a large number of cases. Dex itself is weak, but its not the evasion stat that is weak, but the accuracy. Saying that accuracy is useless because of Rt is like saying health is useless caus of CI, so why have health on str. Or mana useless on int because of Bm. So much wrong here |
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